ASA: A Space Adventure
Walkthrough by Simon Mesnard
Note: This is the walkthrough for ASA Original
Edition (2013).
There may be slight differences in the Remastered Edition
(2015).
Discover the ARK
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Teleport station
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Notice the 2 teleport pods in the corridor. One is out of service
(sparkles).
Next to it, you can find a memory card on the floor with the 1st
part of Forte’s diary. Read it.
You can also find an important paper with explanations on number
translations. Write down these Anterran numbers on a piece of
paper (in real life) with the corresponding “crossed-squares”
numbers.
Go near the closed bright door (The thief closed it). Have a look
at the numeric panel on the right, where you have to enter a code.
Click on the up left corner of the poster next to it. It will show
the door combination in crossed-squares numbers.
Go back to understand these squared numbers : on the left of the
wall of the first teleport (from the door, outside wall), you can
see a small graffiti. It learns you that a full crossed-square
number means 5, and they're additive : 2 crossed-squares mean 10,
etc… That’s a way to count : each side of these squares counts for
1.
Translate the door’s code (from the poster : 4, 7, 8, 1, 4) with
the Anterran numbers you found earlier and enter the 5 digits
code. The door opens.
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Central room
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From the central room you can reach 6 new areas, but 2 are closed.
Visit the others to get more familiar with the Ark.
From here, you can access :
1/ teleport station. (Poster : yellow circles around a planet)
- Teleport pods
- Planet Forte
- Planet Forte (1st
island)
- Second island
- Dome
- Forte's home
2/ greenhouse. (Poster : green grass in a pot)
- Greenhouse.
- Birds room. (Poster : a bird)
- Fir trees room. (Poster : a fir tree)
- Seeds room. (Poster : a seed/leaf look-alike)
3/ control room. (Poster : purple target over a multi-screen TV)
- Control room.
- Light spectrum room.
- Server room. (Poster : a floppy disk)
- PC room. (Poster : a PC)
4/ bridge. (Poster : orange target over various planets)
- Bridge.
- Airlock. (Poster : an astronaut in the space)
- Planet Kepler
- Planet Kepler
- Village / Houses
- Mines
- Cobalt-5 satellite
- Space
5/ private room. Poster : red circle crossed.
6/ maintenance area. Poster : something like the nuclear logo.
To complete the game, it is better to start with the greenhouse.
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Greenhouse
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As soon as you enter, you can notice wave distortions (or water
vapor) on the pictures : it show that the temperature is high,
which is an information to save for later.
Go near the safe in the Fir trees room. It won't open, but you can
connect a jack at the bottom : the red light goes green.
On the right of the safe, there's a grid : open it and read the
paper. From what you can understand, there's a story about a bird
: it sings if it gets food, and if it sings in a microphone, a
door opens (the door of the safe, of course).
The lower part of the drawing shows that the bird is sleepy if the
temperature's too hot (you can see a sun). Remember that.
Leave for the Birds room. Notice the heat in this room too, from
the wave distortion. Click on the red seeds near the large glass.
You can't get any of these seeds in your inventory because they're
BEHIND the glass.
The video with a bird confirms what you saw on the drawing
previously : the bird eats these red seeds, and sings a few
seconds later. You must find a seed, then.
Go on the left near the tree slice and notice a small microphone
near a red cross. The microphone is the one you plugged on the
safe.
All you need to do now is find this red seed, so get in the last
room, the Seeds room. Click on the up right tree and get a seed.
Back in the Birds room : use the seed on the red cross of the tree
slice. A bird will come out but won't eat : the temperature is too
high ! But you need it to sing in the microphone...
Back in the main room, go in the 360 view and follow the yellow
hose on the floor. Click at the end to discover a sort of
air-conditioner. Use it to make the temperature less hot in the
Birds room.
There are 4 buttons :
1) choose to change the temperature or the water level.
2) choose a room number (there are 4 positions, but they're hidden
by dirt).
3) on or off.
4) Click to see the result of your choice.
The good choice is :
1) Sun
2) 3
3) 0
4) push
When the temperature has cooled down in the Birds room, go use the
seed again and the safe will open.
Back to the safe, read the new part of the diary and get a
translation card. Save it for later.
Before you leave, take a look at the top of the safe and find a
photo under the flower pot. Look closer to find a schema at the
back. Copy it on your paper, that's a part of planet Forte's
coordinates. This rough grid made with a pen is an extract of the
complete grid at the Bridge (another area or the Ark).
From what you can understand of this sketch, there's a 9 and a 6,
both of them written in anterran numbers.
This grid gives you X and Y coordinates. The X show 3 lines after
6.
The Y shows 2 lines after 8 (or to be exact: you can see 3 lines
before 9 - and you'll notice immediately that there are only 4
possible decimals between each unit!)
Remember what you found: 6.3 and 8.2.
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Central room
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Back to the central room, you can go to the control room or the
bridge. We'll choose the bridge.
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Bridge
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In the 360 view, go immediately to the very left and follow the
path until you find a new memory card on the floor. Read it and
write down the given coordinates in the text : planet Kepler (4.2
2.3 6.1), and planet Forte (? ? 1.0). You can immediately complete
planet Forte coordinates with the help of the schema you just
found on the safe in the greenhouse (which gives : (6.3 8.2 1.0))
Go to the center of the Bridge. Leave the central device for now
and approach the large window. On the desk, you'll find a paper
with the axis x y z and their direction. Be careful to this to
enter the coordinates. Of course, zero (0) is at the very
beginning of the axis.
Go to the central device (a sort of grid) and access the low part
to enter Z coordinates. Choose to enter planet Kepler's (you can't
access Forte without the teleporter : you need a "die" for that).
Then use the upper part of the device to enter X and Y
coordinates. When X Y and Z are entered, click the right button to
see if it's OK. If that's correct, you'll see the Ark land on
planet Kepler, else you'll just go in another part of the Space.
(If you entered Forte coordinates, you can see the planet on one
of the screens below the window).
Once you've landed on Kepler, try to exit through the airlock on
the right. Unfortunately, it's closed : you need to desactivate
the Ark security systems.
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Central room
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Go to the control room.
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Control room - Lights OFF
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First, you need to turn the lights on, because you can't see
anything. Go to the end of the room to find a smaller room with
light. Go see the white device on your left with a black display
(let's call it a "server"). The display is empty for now.
Go down in the small cubic room with coloured walls. Click on some
of these walls and go back to the "server" to see that red sticks
are displayed now. You need to know how many sticks to display.
Push the red button to reset the display to zero.
Now, look at the blackboard and try to understand Forte's logic.
He assigned a number to each color.
Go on the right of the room and look at the desk. You'll find a
new memory card in the small blue multimedia device. Read the new
part of the diary and see at the end the question under the
picture. It can help understand the puzzle.
Return to the desk, you'll find also a paper with useful words :
it says you'll find 2 computers later and will have to login. For
one of them, the login is Platon (you'll have to find the
password). For the other computer, the login and password "will be
under your eyes". That's important, but save this for later on a
paper.
Back to our colors puzzle : use the lens device on the right to
understand color addition with lights.
The lamp emits a white light. No lens : the light point on the
lower part of the device is still white. One lens, it takes the
color of the lens. 2 lenses, it makes a new color by addition. 3
lenses, it goes back to white. From that, you can understand
what's written on the blackboard.
So, on this blackboard, Red, Green and Blue are defined with
numbers : 1, 2 and 3.
Yellow is 3 too. Why ? From color addition (understood with the
lens device), yellow is red + green, that is to say 1 + 2 = 3. If
you don't get that, take your time to assimilate.
Then, you can understand why the white stain surrounded by Red
Green Blue is equal to 6 : from the lens device with the 3 lenses
in position, the white light emited by the lamp is going through
the red lens, then the green one, and finally the blue one, and by
addition it goes back to white. On the blackboard, that means that
White = R+G+B = 1+2+3 = 6.
That also means that the White stain surrounded by Cyan Magenta
Yellow (we'll call it W[CMY]) is equal to ... ?
Answer :
Cyan = Green + Blue = 2 + 3 = 5
Magenta = Red + Blue = 1 + 3 = 4
Yellow = Red + Green = 1 + 2 = 3
And if you follow Forte's logic, White = Cyan + Magenta + Yellow =
5 + 4 + 3
So W[CMY] = 12
The down right corner of the blackboard shows that to turn on the
light, you need to enter the value of the W[CMY] to which you must
add 1 stick.
You must display 13 red sticks on the server display.
So, you could go back in the cube and push its coloured walls to
get the right amount of red sticks displayed on the "server", but
there's a small trick you need to know. Have a look at the poster
above the desk on the right, and you'll understand that you need
to click 6 times on the coloured walls ! (6 is written in the
hand, in anterran number). Also, a memo tells you to push slowly
on these walls, because the mechanism is quite slow : wait for the
sound to be finished before clicking again, for example.
So to summarize Forte's logic, you need to enter the value of
W[CMY] + 1 in the "server" by clicking 6 times on the coloured
walls. Easy when you know the values of the colors R G B Y...
There are various possibilities, but you can use this one :
blue, blue, green, green, green, red
(3, 3, 2, 2, 2, 1 = 13 by touching 6 coloured walls)
When the entered value is good (you see 13 red sticks), push the
green button on the "server" to turn on the lights in the Control
room. If you made a mistake, push the red button to reset, and try
again.
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Control room - Lights ON
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Visit the room, there's a Server room in one side and a PC room on
the other side.
In the Server room, in the 360 view, click on the spaces between
the servers until you find a hidden human keyboard, and take it.
(The keyboard is between the servers on the left, near the middle
of the row)
Then have a look at the back of the only PC of this room to find a
memo. It gives the name of this PC (serverpc) and the username
(platon) and you have to find the password. We'll keep this for
later.
Go in the PC room and find Philippe Forte's PC (the one with a
wallpaper of himself in his astronaut suit). Find the memory card
device on this PC and use the translation card you got in the safe
of the greenhouse. It translates the PC OS from anterran to
english.
Now, click on the wires getting out of the PC and drop down your
human keyboard. You need to make the good connections.
Go on the first PC near the entrance (turned on already, with a
green wallpaper) and look at the emails : you'll find various
keyboards with connections. Find the human keyboard and write down
the symbols. Now, still on this PC, find the photo of the wires
with equivalent symbols in red. Try to make the link between them.
Go back to Forte's PC and make the connection : place the good
color on the right. They have to face the colors on the left that
you can't move. Try to understand how the wires change of
position.
The green wire changes with one of the white wires.
The white wire changes with the other white wire.
The red wire changes with the green wire.
The second white wire changes with the blue wire.
The blue wire changes with the red wire.
It gives :
(Left
--->
Right)
yellow
white
orange
blue
cyan
red
light
green
white
black
dark green
There’s a question of "luck" with the 2 white wires.
So how are you supposed to do ? At the beginning, you have :
Green, white, white, blue, red.
And you need to enter :
white, blue, red, white, green.
So if you take in account the way the wires are changing, you need
to click on :
green, red, blue, middle white, blue, bottom white, top white
When you organized them in the order you think is good, click the
top small picture "connected wires". If you found the good
combination, the human keyboard will be connected to the PC.
Click on the PC screen, you need to enter the login info. Because
you added the translation card, it's all in english instead of the
Anterran language, and you can understand the explanation.
Remember the previous paper found in the Light spectrum room ? It
said : "the login information will be under your eyes". Just have
a look at the wallpaper with Forté, you can see various things
written on the suit of the astronaut and can deduce the login =
P.FORTE and the password = CSE2011
Use them as indicated to login. Careful to the caps !
You have to enter username, press space, enter password, press
enter.
So you need to enter P.FORTE[space]CSE2011[enter]
Then you'll find various icons on the desktop. Read the personal
note and find the various commands you can use. Write them down on
your paper. You also understand that you need to preceed EACH
command with "P.FORTE<" and add "<" between each other
command, and "*" (an asterisk) between each parameter.
Now click on the command icon. It's like in MS-Dos, you need to
enter command lines. First, access the (incomplete) help to
exercise yourself. To do so, enter P.FORTE<help.
It gives a good example, and also learns you that the "force"
command has to be placed at the beginning of the light (right
after P.FORTE<).
When you understand how it works, you can try the other commands
until you find interesting things.
The answers of this puzzle can only be found by trying the
commands, so it's important to try them and see what they do !
Also, you must know that this is a quite difficult puzzle, so
don't hesitate to save your game and take a break before you
continue !
The good commands to enter are :
P.FORTE<folder --> returns a list of files and folders,
including the "personal" and the "private" files.
P.FORTE<folder<personal --> tries to open the personal
file, but access is refused. It says you need to "force" the file.
P.FORTE<force --> gives some explanations on the "force"
command.
P.FORTE<force<folder<personal --> forces to read the
personal file. In the displayed text, if you look closely, you can
find a password : 21012011
P.FORTE<folder<private --> tries to open the private
file, but it says you need a password.
P.FORTE<folder<private*21012011 --> access the private
file with the previous password (remember that parameters must be
entered with a star "*" ?)
This last command returns the parameters to unlock the Airlock in
the Bridge :
Airlock / 0.0 / P / en / e.d
Now you need to try the "secure" command.
P.FORTE<secure --> says everything is already secured on the
Ark. Obvious, as you want to UNsecure the Arilock ! It tells to
try the (-1) parameter.
P.FORTE<secure*(-1) --> allows to unsecure the Ark, but
access is refused. So ? Try to force it !
P.FORTE<force<secure*(-1) --> Gives informations on how
to unsecure the Ark. Use what you found in the private file to
retrieve the good parameters from this list.
P.FORTE<force<secure*(-1)*Airlock*0.0*P*en*e.d --> this
should unlock the Airlock ! But...
... If you get a memory error, select the command line and right
click to copy it (avoids to write it again).
Then use the clear command with the "yes" parameter, which gives :
P.FORTE<clear*yes
Then paste the previous command you copied
(P.FORTE<force<secure*(-1)*Airlock*0.0*P*en*e.d) and
validate ! This time, the Airlock IS opened ! Congratulations !
Before you leave, you can also try the "password" command.
P.FORTE<password --> gives the password of a PC/User if you
know the exact names of the PC and User.
From what you found on the paper in the Light spectrum room, a PC
name is ServerPC and a Username is Platon.
The "password" command also tells to write it with no caps. It
gives :
P.FORTE<password*serverpc*platon --> returns the password to
login in the server room : cubeisearth
Keep this for later.
Visit your first planet
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Central room
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Go to the Bridge.
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Bridge
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Open the Airlock with the button on the left.
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Airlock
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You should see the deserted planet kepler through the last door of
the Airlock. If you see the Space, re-enter Kepler coordinates on
the central device on the Bridge.
Go through the Airlock (you can notice the suit on the left, which
reminds the one of the thief of the Cube) to reach planet Kepler,
at last !
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Planet Kepler - First steps
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Make your first steps on Kepler and breath a little of oxygen
while you're not on a ship ;) Go straight away, and you'll quickly
fall in a trap. You'll be jailed in a wooden cage and you have to
get out of it.
Look at the inventory to find what could help you : notice that
your gun has disapeared. You have to find it. Look everywhere
around you, and try to see the wood crane on top of the cage.
Click here and you'll see the silhouette of your gun in the sun.
Take it.
Back to the 360 view, follow down the vertical of the crane to see
a sort of lever in the rock (a stick with a sphere) and click on
it. Use the gun on this lever and wait until the crane takes you
out of the cage.
Go back to the place where there is the trap in the way. You can't
fall in again anyway. On each side of the path, there are big
stones who prevent you from getting around. Click on the stone on
the right from the 360 view to find graffitis. They give the
orientation of 4 levers. From what you can understand, if they're
all vertical, you can't pass, the trap is active. If they're all
horizontal, the trap is desactivated and you can pursue your way.
To find these 4 levers, go in the 360 view, click once on the
coconuts near the crane, and once more to be in front of them.
Find the way to put them 4 to the horizontal, as indicated on the
stone.
Now you can pass the trap and continue to the village.
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Planet Kepler - Village
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Visit this peaceful and deserted village to find clues on what to
do next. You have 3 possibilites :
- visiting the part on the left
- visiting the part on the right
- going straight away
If you go straight away, you reach the entrance of the mines. You
will need some equipment first, but you still can have a look if
you want.
Visit the left of the village (left when you have the Ark in your
back). The most important is to visit the houses until you find
useful things. Try opening all the doors you meet. There are only
2 that open in this side of the village, and the house at the
lower floor has nothing interesting. Notice that you can sleep in
the beds. The other house contains an important copper wire (climb
the ladder, look on the right, click on one of the wires).
When you reach the lower floor, continue to walk on the right
until you find some water. There's a balloon on it. Note its color
and number (5).
Visit the other part of the village. Go directly to the lower
floor, on the left, until you see the wooden cage. Enter the house
on the right. Watch the fireplace and get the ember tongs.
Take the direction of the mines. Visit the last house of the
village on your way, where you will find a locked cupboard on your
left. On its right, there's a small mecanism where you need to
enter words and symbols. The first inscription is "Philippe", it's
given already.
From the available choices, you can easily guess the other
answers, particularly if you read correctly the diary found on the
Ark's Bridge, where Philippe said he would be interested in Nicci
if he wasn't married with Laure.
So the correct input is Philippe + Nicci = heart.
Now you can open the cupboard and find interesting things. First,
a new memory card with the sequel to the diary. Read it. There's
also a photo of a couple in love.
Finally, don't leave without reading the paper note. Write down
the useful info on using a "oven". The most important is that
there are 3 possible inputs : time, heat and cool down, where | =
1 second, + 160° or - 5° depending on the case.
Time to visit the mines.
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Planet Kepler - Mines entrance
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When you enter, forget the "toolroom" immediately on your left.
Just go straight away to the ladder. Climb to find a wagon. Sit
down in it, and look for a button on your left. Hang on, you will
get down at full speed.
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Planet Kepler - Mines
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You're now in the real mines. Follow the unique path and look
closely on your left until you see a small speaker device (You can
see it only when going this way, not when you go back). Push on
its button, and listen to the 6 notes melody. Try to remember it.
Continue to walk until you find squared stones on the floors. Each
stone will make a sound when you walk on it. You have to play the
melody from these stones. You can see a totem in the end of the
way. If you play the wrong melody, the light will turn off and you
won't see a thing, so you have to try again.
The good way is to walk on the following stones : left, right,
left, middle, right... and "very right" ! (be careful to this 6th
stone : it's not on the floor, but on the wall on your right, on
another screen).
When you succeed, click on the totem, and the melody will play as
a confirmation.
Watch te totem. You can either look at it closer, or visit the
room, on its right, to find a door. Choose to inspect the totem.
Click on it until you find a way to look its back where you
discover a pair of special binoculars. Just under, there are 3
bouttons (white, red, green). At the beginning, the white button
is on. If you watch through the binoculars, you'll see the room in
360, but there's nothing special inside. At least, it can help you
discover the door if you didn't notice it before.
Click on the red button and watch again : you will see some red
spheres on the walls. Write down the configuration of these red
spheres. Now push the green button and look again : you will see
green spheres this time. Write down their configuration too, but
take in account only the most visible ones (the other ones are
some ghost effect due to the binoculars).
Go to the door of the totem room. It's locked with a metal grid.
To open it, look behind the wall on the left to discover a small
table with color leds. The ones surrounded by a white circle
cannot be changed. The others can become either red or green. You
have to input the data you've found from the totem binoculars. For
example, there were 4 vertical green spheres in the binocular
view, and you can notice they're already entered on the led table
and can't be changed. Use this as a starting point, and input the
good colors until you could place all the spheres, red and green,
from the binocular, on this table. It's a bit like having a Tetris
fitting in a square.
The good answer is :
fill the whole grid with green lights (where it is possible)
but leave in red the first led of these lines : 3, 4, 6
When you find the good led colors, the door can open. Click on the
button next to it to validate. Enter the next room.
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Planet Kepler - Ore room
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This room is filled with a strange ore : the one the Anterrans
used to forge the Cubes. You can see its power when you enter (the
yellow particles), but they quickly disapear. Whatever, just look
at the wall and find a piece of ore to add to your inventory !
Leave the place and go to the entrance of the mines.
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Planet Kepler - Mines entrance
---------------------------------------------
Do as if you wanted to go out to the village, but just before you
reach the exit, look on your right to find the entrance of the
toolroom. It's a very dark tunnel. Don't be scared, nothing will
try to eat you ! When you walk in the tunnel, everything becomes
suddenly all black. Continue to click until you reach the other
side !
---------------------------------------------
Planet Kepler - Toolroom
---------------------------------------------
In this room, there are 3 important devices from left to right : a
grinder, an oven, and a tank of liquid. You need to report to the
diary :
"The purification process is not very long but must be followed
strictly. First, the rock must be heated to 800° for
approximatively ten seconds, then suddenly cooled down to -20°.
Once it had returned to room temperature, Nicci showed me how to
forge into a Die the small fragment she had picked up in the
mines. There's a sort of grinder which removes the impurities and
sculpts the cubic shape roughly. Then she just left the cube in
electrified liquid... When we went back the next day, the die was
just
perfect! We had obtained a Die like the one that activated the
teleporters on the Ark!"
So go to the oven, open it, and put the ore inside from your
inventory. Look at the white block on the right. There are various
buttons and display panels. The top part is where you enter the
heating time. It has to be approx. 10 seconds, and you found
earlier that one stick ( | ) is 1 second. So try to push the
device until you display 10 white sticks.
Now, look at the lower part, which is divided into 2 other parts.
The one on the right has a red button, while the one on the left
has a blue button, so you can conclude that one is for heating and
the other is for cooling.
Use the red button to add enough sticks.
Remember that you found that 1 stick = +160° ? You need to input
800°, that means you must display 5 red sticks here.
Finally, use the blue button to prepare the cooling.
1 stick = -5°, and you have to cool down at -20°. Enter 4 blue
sticks.
When you're ready, go to the main view of the oven to push the red
button on the heat side. Wait until the time reaches 0, and
suddenly push the red button on the cool side. When it's finished,
take back your ore, which should have become a burned ore.
If you got a "melted ore", then your temperature was too high
(over 800°) or your time was too long (you waited more than 10
seconds). Then you have to get a new ore in the mines.
On the contrary, if the ore didn't change, it means the
temperature wasn't high enough (less than 800°) or that you didn't
wait long enough (less than 10 s). Try again.
Now, you have to put the burned ore in the grinder (the rusty
machine on the left). First, you will have to open it. Click on
its hatch and try to remove the nuts. They're too rusted to be
removed by hand, so use the ember tongs on one of them.
When the hatch is opened, place your burned ore in the grinder and
close the hatch.
Search for the red button to turn on the machine, on the right of
the gearing. If you succeded in your operation, you should see a
rough die appear. Take it.
The rough die just needs some polish. The diary says to put it in
an electrified liquid for a night. Go to the tank on the right,
and add your copper wire on the battery. Drag and drop the rough
die from your inventory to the tank. You have to wait now.
Go back to the village. Enter in the house of your choice and
click on a "bed" to sleep. When you wake up, go back to the
toolroom and take your rough die. It has become a perfect die.
Congrats !
Leave planet Kepler for the Ark.
In the steps of Forte
---------------------------------------------
Ark
---------------------------------------------
Go through the Airlock, to the Bridge.
Enter the coordinates of planet Forte. If you've not found them
earlier, go see the back of the photo on the safe in the
Greenhouse to get X and Y, and read the diary to find Z. It gives
(6.3 8.2 1.0). Once you entered the right coordinates, you should
see the little planet on one of the 3 screens under the window.
Leave the Bridge for the Teleport station, and reach the first
teleport pod (the one where you arrived at the very beginning).
Look at your feet, you will see a cubic hole which has exactly the
shape of the die you just made. Use it here ! You'll be teleported
to Planet Forte.
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Planet Forte - First island
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Visit the first island. It's full of stairs and nothing to do. You
quickly understand you have to reach the other islands using the
system of cables over the sea.
Go check the place where the 3 main stairs are joining, and see a
small yellow arrow on the rock : you can find a hole under the
stairs. Have a look to discover a pulley. Use it on the cable
system to get some thrills and reach the main island.
---------------------------------------------
Planet Forte - Main island
---------------------------------------------
Go down the platform via the ladder to reach a 360 view. If you go
straight away, you reach a pond with a small boat made with the
shell of a giant fruit (you can see a tree somewhere with these
fruits). Back in the 360 view.
Look around the pond : it is sourrounded by 2 bigger rocks. Visit
each of them to see 2 lists of colors. They correspond to the way
you have to follow with the boat.
The list on the left is : yellow, red, green, green, red, red,
yellow.
The list on the right is : red, white, white, green, yellow,
white, purple.
Go back to the boat and get onboard. Click on the colors adjacent
to the boat to move, and choose the colors you think good from the
combination you found on the rocks.
The correct order is :
[list from the right] + [list from the left], which gives :
red, white, white, green, yellow, white, purple, yellow, red,
green, green, red, red, yellow.
If not successful, a trap is activated and you have to try again.
If you made it correctly, you reach the other side of the pond.
Now, go to the 3 telescopes in front of you. Before you reach
them, have a look at the yellow cross on the floor. It is made of
9 small squares. You have to remember this shape.
Look in one of the telescopes (any of them) and you'll discover a
view of planet Forté... very pixelated ! That's a bit of pixel
hunt : try to find the yellow cross in this 360 view. It should be
quite easy to find, and made with 9 pixels, like the cross you
found on the floor.
Find the cross in each telescope, and an invisible dome will
suddenly appear...
Go back on your steps to the rusty platform and, before climbing
to the dome, stay in the 360 view and look at the pillars until
you find a switch on them. Go turn it on, and you'll see a
telerope coming to you. You can use it to leave the island and go
back on the Ark.
Now climb the ladder to visit the dome.
---------------------------------------------
Planet Forte - Dome
---------------------------------------------
The dome was built by Forte and his friends from Kepler, and
protects Forte's house. There's nothing special to do here, so
just go to the house. You can at least watch the shape of a cube
in pespective in the middle of the dome.
When you reach the house, you can watch through the windows. In
one of them, you will see a paper cube. It can give a clue to
solve the next puzzle.
Reach the door of Forte's house : you must solve a puzzle to open
it. It can be quite hard, but you can solve it easily by trying
all the answers.
If you want to solve it in the "normal" way, you have to recreate
the pattern of a cube. It can be done by observing the shapes of
the paper cube, and the colors (yellow/grey) of the cube in the
center of the dome.
When the door opens, visit Forte's home.
---------------------------------------------
Planet Forte - Forte's house
---------------------------------------------
From the 360 view, go to the bathroom and find a new memory card.
Read it.
Go back to the main room and watch the papers on the desktop. On
the left, they're just patterns of cubes. On the right, some
sketches give clues to find a key. From what you can understand,
you have to take a book among others and open it. It will be empty
and you must find the good page to make a specific action.
Go to the shelf and find the books. Click on them until you find
the one that you can "read". Do what the previous sketch explained
: turn the pages from page 2 and 3 (when you just opened the book)
to pages 14 and 15. Click on the up left corner of page 15 and the
key will appear. Take it. You probably understood that this key
opens the Private room on the Ark... Time to leave planet Forte !
---------------------------------------------
Ark
---------------------------------------------
Leave the teleport room for the Central room, and go to the
Private room (the one with a red circle). Click on the right of
the door to see a lock. Use the key on it to open the door...
---------------------------------------------
Private room
---------------------------------------------
You enter P. Forte's room. First thing you probably notice is his
original suit in the middle of the room. He probably doesn't use
it anymore. Look here and there to his personal belongings. Sit
down on the bike and watch TV, open the drawers, look at the
posters and books...
Look for a new memory card between the DVD/games boxes on a table.
Read it.
There's a closed door with a window at the end of the room. To
open it, you have to enter 2 different secret codes on some
devices on each side of the room (in the external corridor).
First, you have to find these codes.
Go to the PC near the TV and try to complete the quizz. You must
have the perfect score 20/20.
Here are the correct answers :
01/ Philip (from the diary)
02/ Lutecia (from the diary)
03/ 21 01 2011 (from the diary, first entry is january the 21st)
04/ Yan (from the diary)
05/ Laure (from the diary, Nicci has feelings for Philippe, but
he's married with Laure)
06/ Medrano (from the diary)
07/ A book (see in the safe of the greenhouse)
08/ Secure*(-1) (the secure command strengthens security on the
Ark, while using the (-1) parameter does the contrary. (-1) is a
parameter and so, has to be separated with "*")
09/ Send an email (you must have tried all the commands to know
this. And yes, you can run MSPaint !)
10/ Mon Village est Magique (you can see the poster near P.FOrte's
computer, but can't read the title. But there's the same picture +
title in the books of the Private room)
11/ Sivas (from the diary, Sivas Nemad is the full name)
12/ Tall (from the diary, the photo/text with the translation
about Plato can help you)
13/ щф (24 + 16 = 40, number translation when you open the first
door in the game)
14/ 14
15/ a snake (the main ball is a monkey. You can see 2 other balls
: a bird and an elephant. At a moment, the monkey falls and is
saved by a flying box penguin !)
16/ left-handed (you can't know for the rest, but you probably
noticed that the mouse was on the left on each PC of the Ark !)
17/ falling stars (to find the answer, you need to sleep in the
bed in Forte's house in the dome)
18/ a melted ore (you had to get a "burned ore" to make the die.
To do so, you heated it at exactly 800°... But if you heat it at
900°, it's too much, and you get the "melted ore")
19/ don't know (from the diary : he doesn't give any info on what
he became ! But maybe you have an idea ?)
20/ a coconut (there are exotic trees on Kepler, but they're note
coconuts. If you're not sure, you can answer by deduction :
there's toilet paper in the bathroom in P.Forte's house in the
dome. There are wood chisels in the Birds room in the Greenhouse.
There's a glass prism in the Light spectrum room on the desk in
the Control room)
When you get the code, write it down. It's a random number.
Now you need to find the second code. Open the drawers behind the
bike to find a box with a collection of insects. Each insect has a
number, so maybe you can find a code with this ?
You might have seen some of these insects somewhere already. If
not, you can guess what is the best place to find insects : the
greenhouse.
---------------------------------------------
Greenhouse
---------------------------------------------
You need to locate the insects. There are 3.
There's one in the Seeds room. Go to the tree on the left (the one
on the right gives the red seeds). Look at the flowers at the foot
of the tree to find it. Remember its shape and color.
There's another one in the Birds room. When you look on the right
of this area, you discover balls sculpted in the wood. Find the
one which contains an insect and remember its shape and color (you
should see its color even it it's on the back).
The last one is the hardest to find. You need to activate the
"air-conditionner" in the main room, to make it rain in the Fir
room.
Turn the buttons like this :
1 - water, 2 - position 2, 3 - ON
and press the button 4th button. Yoy should see the water fall in
a video, and if you made it in the good room, some "fireflies"
should appear in the end.
Now, go to the Fir room until the safe. Look back, and you should
see some of these fireflies. Click on them to discover the lest
insect. Remember its shape and color.
Go back to the Private room.
---------------------------------------------
Private room
---------------------------------------------
Have another look to the bugs in the drawer. Try to recognize the
3 bugs you discovered in the greenhouse and write their numbers.
There are 4 different genres of insects in the box, but you didn't
see any dragonfly, so forget them.
The result of this observation should return the following numbers
: 5, 13, 34. That's the 2nd code : 51334.
Go enter the 2 codes in the circular corridor out of the bedroom.
You don't know which code to enter on which side, so you have to
try and see if they work.
When you entered correctly the 2 codes, the door with a window
should have opened. Behind, you can find a big red button. You
need a key now...
Near Forte's bed, look at the photo of Laure and you will see a
hidden photo at the back. Despite it's black and white, you should
recognize it : it represents the yellow & grey shape in the
center of the dome on planet Forte. There should be something at
the place of the red cross on this photo.
Go back to planet Forte, on the second island, and climb the
ladder to reach the dome.
---------------------------------------------
Planet Forte - Dome
---------------------------------------------
Find the yellow and grey shape in the middle of the floor (it
shows a perspective cube on a black background). Click in the
exact place where there was a red cross on the black and white
photo. The cursor won't change, so click until you find the secret
key !
When you found it, come back to the Private room on the Ark.
---------------------------------------------
Private room
---------------------------------------------
Use the key near the red button, and push it. The maintenance area
should finally open...
The heart of the ARK
---------------------------------------------
Central room
---------------------------------------------
Go to the door of the maintenance area. It's the one with a sort
of nuclear logo. Enter.
---------------------------------------------
Maintenance area - With thief
---------------------------------------------
As soon as you get in, the thief (who took your Cube) will appear
and stop you. He won't hurt you, but he won't let you pass,
pointing his gun on you.
You must get rid of him, but using your gun on him would be
stupid. You can try to use it from your inventory, but he will
kill you first, and it leads to a bad ending.
Notice behind the thief that there is an armchair under a metal
dome. Where did you see something like that ?
Leave the maintenance area, you can't do anything from here. Go to
the Control room which has the same armchair under a metal dome.
---------------------------------------------
Control room
---------------------------------------------
The armchair is not accessible, you need to open the metal dome.
There's a computer in the server room that you never used until
now, but it needs a password.
Remember, you found this password earlier, with command lines on
Forte's PC :
Username : platon
Password : cubeisearth
The memo behind the PC tells you to enter the password like this :
enter username, press space, enter password, press enter.
So you need to enter : platon[space]cubeisearth[enter]
(without capitals!)
Problem : the PC is in Anterran (not translated). You have to
guess what to do, but you made it once on Forte's PC, so be
optimistic.
Click on the main window until you can enter the login
information, and look down at the keyboard.
This keyboard is in anterran too. You have to enter the info
anyway, so the best is to make yourself a translation.
How do you write "platon cubeisearth" in anterran ? There's the
answer in the diary, on the photo of text translation.
You should obtain : ρ∫ԂӶₒﬧ
ϡחȜ'ϯʆ'Ԃ∂Ӷ–
What you have to do is enter this sequence using the anterran
keyboard. Don't forget the "space" between platon and cubeisearth,
and press "enter" in the end.
The "enter" key looks like the one we know with an arrow. It's
also on the right.
This should take you to the desktop of the PC. Click on the only
icon available and discover an incomprehensible question in
anterran. But under the question, you have two choices :
pushing the "zero" key or the "one" key.
Go down to the keyboard again, and press the "one" key : it will
open the metal dome over the armchair.
If you push the "zero" key, it will close the dome again.
Go to the armchair and sit down. You can see the multi-scree TV in
front of you. There's a control panel on the right of the
armchair. Try the buttons to find the one which turns the TVs on.
Then click on the one to display a picture in fullscreen.
Scroll the images. They appear randomly. Continue to scroll them
until you see the maintenance room and the other armchair+metal
dome appear, with the thief. When you found it, push the button to
close his dome. He will be captured, and you can now visit the
maintenance room.
While you're here, before you leave the Control room, look at the
metal "sculptures" on each side of the room. One of them is called
"God's geometrical plan for the Universe".
Look at the other sculpture : it's written "Anterran geometrical
plan for the Monolith ?"
You don't care what it really is, but write down the shapes which
compose this sculpture, from the center to the outside:
black monolith
yellow metal sphere
white glass box
yellow metal box
green glass box
yellow metal box 2
You will use it later.
---------------------------------------------
Maintenance area - Without thief
---------------------------------------------
When you enter the room, you are now free of your moves, but you
have a bad surprise : the thief fled, making a big hole in the
metal dome.
Behind the dome, there's a white door to open. It's linked to the
huge cylinders on each side of the room. Go open one of them to
dicover a balloon with a light device. There's a button, and when
you push it, it changes the light color.
You have seen at least one of these balloons during your quest :
in the water, near Kepler village. There are 4 to discover in the
world, and you need to see them all to solve this puzzle.
Go to the Bridge.
---------------------------------------------
Ark
---------------------------------------------
Land on Kepler again. Don't go out on the planet, the balloons can
only be seen from inside the Ark (unless for the one in the
water). Each balloon has a number and a color. You need to write
them down.
Balloon number 1, red, look through the window from the Bridge.
Balloon number 2, green, look through the window in the Teleport
room.
Balloon number 3 : can't be found anywhere, has probably fallen,
or taken by wind...
Balloon number 4, blue, look through the glass in the main room of
the Greenhouse.
Balloon number 5, purple, in the water near Kepler village.
With these observations, go back to the maintenance room.
---------------------------------------------
Maintenance area
---------------------------------------------
Open the cylinders again. Each of their balloon has a number from
1 to 4, and you can choose between 5 colors : white, green, blue,
purple, red. You just have to assign a color to each balloon. You
can forget the purple color, which is assigned to the balloon
number 5, and there's no balloon 5 in the cylinders.
Cylinder 1 : red
Cylinder 2 : green
Cylinder 3 : you have to deduce from the colors not used.
Obviously, it's white.
Cylinder 4 : blue
You can now open the white door, which happens to be a lift. Take
it to reach the lower level of the Ark.
---------------------------------------------
Monolith maintenance area
---------------------------------------------
When the lift reaches the lower level, there's a poster in front
of you with a photo of Cobalt-5. Write down it's coordinates.
They're written backwards, just put the text in the right
direction
It gives : X = 8.4 Y = 1.1 and Z = 7.3
Don't go back to the higher floor, look behind you in the lift to
open a door. You will discover the monolith for the first time.
Go to the center of the room to reach the monolith. Go on the
right to see a footbridge where you can't go because it's raised
up. Continue to walk around the Monolith until you find a Cube in
the water. It would be great to take it, but you can't reach it in
the liquid. Click on it anyway, and some strange events happen.
See the video : the monolith goes out, for no apparent reason.
When it's finished, there's less water over the cube (with the
monolith emerged, the water goes down), but you still can't reach
it.
Go back to the inaccessible footbridge which is now lowered. It
has fallen during the last events, and you can walk to a chest you
will need to open. Look through the lenses to discover various
shapes and objects. You can change these views with the left/right
arrows, and the aim is to choose the good ones. You will quickly
notice that you can't change the pictures of the first line, so
they're a good starting point.
The pictures in the left column are all linked to the metal
"sculpture" in the Control room, the one called "Anterran
geometrical plan for the Monolith".
Just put the shapes in the same order than in the sculpture :
(top)
black monolith
yellow metal sphere
white glass box
yellow metal box
green glass box
yellow metal box 2
(bottom)
Now you just have to find the good order for the column on the
right. You already have a poster representing the monolith in the
first picture. You probably understand you need to link the
correspondent picture to the one you've put on the left (see the
arrows between the lenses ?).
To do so, it's quite easy. The shapes from the sculpture (in the
left column, then) are each time bigger when you go down, and they
encompass the previous ones (the monolith shape is smaller than
the yellow sphere, which is itself smaller than the white glass
box, etc...). So try to put photos that represent a bigger
environment each time in the column on the right.
It gives :
(top)
black monolith
--> monolith poster
yellow metal sphere -->
maintenance room
white glass box
--> central room
yellow metal box --> the
ark
green glass box
--> representation of the galaxy
yellow metal box 2 --> the
Space
(bottom)
Then open the chest with the handle on the left. Inside, there's a
mechanism but it doesn't work. Read the memo : it says the needed
"main system" is on Cobalt-5. Try to go, but the lift has become
out of service when the Monolith went out.
Visit the last footbridge. Climb the yellow "scaffolding". There's
a propeller. If you came here before the monolith goes out, it was
turning and you couldn't touch it. Now that the monolith is out,
just touch it to remove it and discover a path through a pipe.
The pipe takes you back to the Bridge.
---------------------------------------------
Bridge
---------------------------------------------
You can try to go to the central room. You will see the emerged
monolith in the middle of the place. All the other areas are now
impossible to reach, and there's a new corridor instead. You can
forget it, there's nothing interesting inside.
In the Bridge, enter the coordinates you found for Cobalt-5 (8.4
1.1 7.3). Get out through the Airlock and go to the satellite.
---------------------------------------------
Cobalt-5
---------------------------------------------
Inside C-5, get in the 360 view. You can visit Forte's starting
point when he discovered his Cube years ago. Have a look to the
computer display (with green text) where you can read a short
dialogue between Forte and his 2 colleagues.
Find a blue box with a processor inside. This is the "main system"
that was missing in the mechanism of the maintenance room. Have a
look at the booklet next to it, and discover that this processor
is divided into 4 parts. Each one corresponds to a color.
You will have to enter numbers in each of the 4 parts. To find
these numbers, you need to complete the grid that is in the
booklet.
To do so, visit each part of the satellite to find all the numbers
you can. Each number you meet is to take in account. Most of them
can be found in the 360 view, you don't have to leave C-5, and
don't have to get in the airlock. All these numbers are at least 3
digits.
Here is the list you should have found :
417
2011 300 105
622
5347 819 581
295
3445 124 327
348
215 007
206 10
000 485 129
471 02
468 385 106
214 52
501 112 755
293 41 243
601 10
982
2 354 523
165
243
777
0987654321
Draw the 10x10 grid on a paper and complete it with these numbers.
Each of them has to be written once and only once.
It's easy, because you don't need to fill the grid totally to get
the answer you seek. As soon as you have completed the coloured
boxes, copy the 2 digit numbers that they give you :
Green : 24
Red : 74
Yellow : 03
Blue : 12
Save these numbers on your paper, you'll have to enter them soon.
Go back to the Ark and the maintenance room.
---------------------------------------------
Monolith maintenance area
---------------------------------------------
Drag and drop the processor on the opened chest with the missing
"main system". Click on this processor to enter the numbers you
found from the grid on C-5.
When it's done, pull the lever at the top to see the water level
going down.
Go back to the Cube you had found and couldn't reach. It's out of
water now, so take it. Good news : you can now go back home ! The
journey will end soon.
Take this Cube to the Monolith in the Central room.
The end
---------------------------------------------
Central room - The end
---------------------------------------------
When you get close to the Monolith with the Cube in your
inventory, the thief appears in a video where he leaves definetely
the Ark. You obtain the last part of the diary, so read it
carefully. You learn that the thief was noone else but Fortי, and
that he did his best to make you stay on the Ark after his
departure. You must give him your answer : you stay, or you don't
?
Ending 1 : If you got less than 8 parts of the diary, only 4
choices appear on the screen. Whatever the one you choose, they
all lead to the same ending : you decide to stay, and walk in the
steps of Forte. Watch the video, and the game is over.
Ending 2 : If you found ALL the 8 parts of the diary, a 5th choice
appears on the screen. This one is totally different than the
others, and leads to a different ending : you don't want to stay
on the Ark because a crazy guy asks you to ! You prefer to go home
on Terra, to tell your people everything you discovered.
Use the Cube on the Monolith, and you're being "aspirated" into
it. When you reach the 360° view of the space, click on the
brightest star and read the questions asked by the Cube. Follow
the only path that's opened to you until you reach the Bridge
device to enter coordinates.
Enter the X and Y coordinates of Terra (you can find them in your
full diary - forget the Z) : 3.2 4.4 2.4
Push the up right button as usual and watch the video. End
of the game!
The Black Cube series, all rights reserved
Simon Mesnard